redzuan3828 Posted July 24, 2009 Share Posted July 24, 2009 When I'm rendering, I always got this problem. facing burn at the wall near copping. Why it happen? thanks:) Link to comment Share on other sites More sharing options...
KIT Posted July 24, 2009 Share Posted July 24, 2009 It's not a problem with the render engine, that's actually what happens in real life, the light is bouncing on the white horizontal surface and adding some extra illumination to the wall. Link to comment Share on other sites More sharing options...
redzuan3828 Posted July 24, 2009 Author Share Posted July 24, 2009 oooh. that mean I need to make the copping & Wall not pure white? Thanks KIT Link to comment Share on other sites More sharing options...
danb4026 Posted July 24, 2009 Share Posted July 24, 2009 I would never make anything pure white (255,255,255) or pure black for that matter (unless its a mask). Link to comment Share on other sites More sharing options...
redzuan3828 Posted July 24, 2009 Author Share Posted July 24, 2009 oooh... this is like rule of thumb. I must remember it. thanks dan Link to comment Share on other sites More sharing options...
dogragurjeet Posted July 24, 2009 Share Posted July 24, 2009 what is the usual color then for lets say a white wall? rgb values to use... just as a guide....... am using linear workflow - max9 and vray 1.5 Link to comment Share on other sites More sharing options...
Matt McDonald Posted July 24, 2009 Share Posted July 24, 2009 Its in the 240's. You can go to a paint manufacture's website and get RGB values. On the rendering that you have marked up it appears that the two upper awnings are a different material that the lower awning. This is why there is a difference in the amount of splash in your rendering. The upper ones are a lighter color and consequently reflect a lighter value. Link to comment Share on other sites More sharing options...
erickdt Posted July 24, 2009 Share Posted July 24, 2009 Adjusting your seconday bounce ammount in the indirect illumination rollout will fix that right up for you :-). If you want the bounce light to be less turn the secondary bounce multiplier down. Link to comment Share on other sites More sharing options...
redzuan3828 Posted July 24, 2009 Author Share Posted July 24, 2009 How about primary bounce ammount? Should I remain as 1.0? thanks erickdt Link to comment Share on other sites More sharing options...
erickdt Posted July 24, 2009 Share Posted July 24, 2009 I typically leave it at 1.0 with a secondary bounce at around 0.5. Your image will become darker if you decrease your primary bounce from 1.0. Link to comment Share on other sites More sharing options...
redzuan3828 Posted July 24, 2009 Author Share Posted July 24, 2009 Should i Use none for seconday bounce ammount if the problem still there (reduce seconday bounce ammount to 0.1) erickdt? Link to comment Share on other sites More sharing options...
erickdt Posted July 24, 2009 Share Posted July 24, 2009 Well, as pointed out before, to a certain extent the "burning" is a reflection of what would happen in reality. If the top of that roof is white, than it will bounce light back onto that wall. In the real world the top of that roof wouldn't be white though. It would much more likely be a dark color due to the roofing material used. So you can select the top of the roof through mesh editing and texture it to be a darker material more like a roofing material you could detach that face from the rest of the geometry, right click while you have it selected and turn down its generate GI value. I would not turn down the secondary bounce to below 0.5 though. If you do that you might as well not be using VRay. Link to comment Share on other sites More sharing options...
Joseph Petrino Posted July 25, 2009 Share Posted July 25, 2009 I have found that using an occlusion map in photoshop (Darken @ 30%) brings those hotspots down to a more realistic level. Link to comment Share on other sites More sharing options...
redzuan3828 Posted July 26, 2009 Author Share Posted July 26, 2009 I have found that using an occlusion map in photoshop (Darken @ 30%) brings those hotspots down to a more realistic level. How to do an occlusion map in photoshop (Darken @ 30%)? Link to comment Share on other sites More sharing options...
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